Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
737 lines
22 KiB
Plaintext
737 lines
22 KiB
Plaintext
VERSION 5.00
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Begin VB.Form Form1
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Caption = "Form1"
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ClientHeight = 4290
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ClientLeft = 60
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ClientTop = 345
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ClientWidth = 5580
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Icon = "billboard.frx":0000
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LinkTopic = "Form1"
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ScaleHeight = 286
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ScaleMode = 3 'Pixel
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ScaleWidth = 372
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StartUpPosition = 3 'Windows Default
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End
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Attribute VB_Name = "Form1"
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Attribute VB_GlobalNameSpace = False
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Attribute VB_Creatable = False
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Attribute VB_PredeclaredId = True
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Attribute VB_Exposed = False
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'-----------------------------------------------------------------------------
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' File: Billboard.frm
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'
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' Desc: Example code showing how to do billboarding. The sample uses
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' billboarding to draw some trees.
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'
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' Note: this implementation is for billboards that are fixed to rotate
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' about the Y-axis, which is good for things like trees. For
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' unconstrained billboards, like explosions in a flight sim, the
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' technique is the same, but the the billboards are positioned slightly
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' different. Try using the inverse of the view matrix, TL-vertices, or
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' some other technique.
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'
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' Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
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'-----------------------------------------------------------------------------
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Option Explicit
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'-----------------------------------------------------------------------------
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' Defines, constants, and global variables
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'-----------------------------------------------------------------------------
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Const NUM_TREES = 200
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Const D3DFVF_TREEVERTEX = (D3DFVF_XYZ Or D3DFVF_DIFFUSE Or D3DFVF_TEX1)
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Const NUMTREETEXTURES = 3
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' Custom vertex type for the trees
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Private Type TREEVERTEX
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p As D3DVECTOR
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color As Long
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tu As Single
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tv As Single
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End Type
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Dim m_bInit As Boolean ' Indicates that d3d has been initialized
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Dim m_bMinimized As Boolean ' Indicates that display window is minimized
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'-----------------------------------------------------------------------------
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' Name: Tree
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' Desc: Simple structure to hold data for rendering a tree
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'-----------------------------------------------------------------------------
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Private Type TREE
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v(3) As TREEVERTEX
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vPos As D3DVECTOR
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iTreeTexture As Long
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iNext As Long
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dist As Single
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End Type
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Private Type HILLVERTEX
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x As Single
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y As Single
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z As Single
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tu As Single
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tv As Single
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End Type
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Dim m_vEyePt As D3DVECTOR
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Dim m_strTreeTextures(3) As String
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Dim m_media As String
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Dim m_Terrain As CD3DMesh
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Dim m_SkyBox As CD3DMesh ' Skybox background object
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Dim m_TreeVB As Direct3DVertexBuffer8 ' Vertex buffer for rendering a tree
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Dim m_TreeTextures(NUMTREETEXTURES) ' Tree images
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Dim m_matBillboardMatrix As D3DMATRIX ' Used for billboard orientation
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Dim m_Trees(NUM_TREES) As TREE ' Array of tree info
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Dim m_fTime As Single
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Dim m_iTreeHead As Long
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Dim m_iSortHead As Long
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'-----------------------------------------------------------------------------
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' Name: Form_Load()
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' Desc:
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'-----------------------------------------------------------------------------
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Private Sub Form_Load()
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Me.Show
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DoEvents
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'Setup defaults
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Init
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' Initialize D3D
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' Note: D3DUtil_Init will attempt to use D3D Hardware acceleartion.
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' If it is not available it attempt to use the Software Reference Rasterizer.
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' If all fail it will display a message box indicating so.
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'
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m_bInit = D3DUtil_Init(Me.hwnd, True, 0, 0, D3DDEVTYPE_HAL, Nothing)
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If Not (m_bInit) Then End
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' Find media and set media directory
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m_media = FindMediaDir("Tree02S.tga")
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D3DUtil_SetMediaPath m_media
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' Initialize Application Data
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OneTimeSceneInit
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' Create and load mesh objects
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InitDeviceObjects
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' Sets the state for those objects and the current D3D device
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' (setup camera and lights etc)
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RestoreDeviceObjects
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' Start application timer
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DXUtil_Timer TIMER_start
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' Run the simulation forever
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' See Form_Keydown for exit processing
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Do While True
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' Increment the simulation
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FrameMove
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' Render one image of the simulation
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If Render Then 'Success
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' Present the image to the screen
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D3DUtil_PresentAll g_focushwnd
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End If
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' Allow for events to get processed
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DoEvents
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Loop
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Form_KeyDown()
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' Desc: Process key messages for exit and change device
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'-----------------------------------------------------------------------------
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Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
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Dim hr As Long
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Select Case KeyCode
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Case vbKeyEscape
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Unload Me
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Case vbKeyF2
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' Pause the timer
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DXUtil_Timer TIMER_STOP
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' Bring up the device selection dialog
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' we pass in the form so the selection process
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' can make calls into InitDeviceObjects
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' and RestoreDeviceObjects
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frmSelectDevice.SelectDevice Me
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' Restart the timer
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DXUtil_Timer TIMER_start
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Case vbKeyReturn
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' Check for Alt-Enter if not pressed exit
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If Shift <> 4 Then Exit Sub
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' If we are windowed go fullscreen
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' If we are fullscreen returned to windowed
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If g_d3dpp.Windowed Then
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hr = D3DUtil_ResetFullscreen
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Else
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hr = D3DUtil_ResetWindowed
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End If
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' Call Restore after ever mode change
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' because calling reset looses state that needs to
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' be reinitialized
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If (hr = D3D_OK) Then
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RestoreDeviceObjects
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End If
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End Select
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Form_Resize()
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' Desc: hadle resizing of the D3D backbuffer
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'-----------------------------------------------------------------------------
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Private Sub Form_Resize()
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' If D3D is not initialized then exit
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If Not m_bInit Then Exit Sub
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' If we are in a minimized state stop the timer and exit
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If Me.WindowState = vbMinimized Then
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DXUtil_Timer TIMER_STOP
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m_bMinimized = True
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Exit Sub
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' If we just went from a minimized state to maximized
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' restart the timer
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Else
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If m_bMinimized = True Then
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DXUtil_Timer TIMER_start
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m_bMinimized = False
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End If
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End If
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' Dont let the window get too small
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If Me.ScaleWidth < 10 Then
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Me.width = Screen.TwipsPerPixelX * 10
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Exit Sub
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End If
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If Me.ScaleHeight < 10 Then
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Me.height = Screen.TwipsPerPixelY * 10
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Exit Sub
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End If
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'reset and resize our D3D backbuffer to the size of the window
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D3DUtil_ResizeWindowed Me.hwnd
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'All state get losts after a reset so we need to reinitialze it here
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RestoreDeviceObjects
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Form_Unload()
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' Desc:
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'-----------------------------------------------------------------------------
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Private Sub Form_Unload(Cancel As Integer)
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DeleteDeviceObjects
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End
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End Sub
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' Simple function to define "hilliness" for terrain
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Function HeightField(x As Single, y As Single) As Single
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HeightField = 9 * (Cos(x / 20 + 0.2) * Cos(y / 15 - 0.2) + 1#)
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End Function
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Sub Init()
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m_strTreeTextures(0) = "Tree02S.tga"
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m_strTreeTextures(1) = "Tree35S.tga"
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m_strTreeTextures(2) = "Tree01S.tga"
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Me.Caption = ("Billboard: D3D Billboarding Example")
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Set m_SkyBox = New CD3DMesh
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Set m_Terrain = New CD3DMesh
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Set m_TreeVB = Nothing
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End Sub
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'-----------------------------------------------------------------------------
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' Name: OneTimeSceneInit()
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' Desc: Called during initial app startup, this function performs all the
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' permanent initialization.
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'-----------------------------------------------------------------------------
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Sub OneTimeSceneInit()
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Dim i As Long
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Dim fTheta As Single, fRadius As Single, fWidth As Single, fHeight As Single
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Dim r As Long, g As Long, b As Long, treecolor As Long
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Rnd (1)
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' Initialize the tree data
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For i = 0 To NUM_TREES - 1
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' Position the trees randomly
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fTheta = 2 * g_pi * Rnd()
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fRadius = 25 + 55 * Rnd()
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m_Trees(i).vPos.x = fRadius * Sin(fTheta)
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m_Trees(i).vPos.z = fRadius * Cos(fTheta)
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m_Trees(i).vPos.y = HeightField(m_Trees(i).vPos.x, m_Trees(i).vPos.z)
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' Size the trees randomly
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fWidth = 1 + 0.2 * (Rnd() - Rnd())
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fHeight = 1.4 + 0.4 * (Rnd() - Rnd())
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' Each tree is a random color between red and green
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r = (255 - 190) + CLng(190 * Rnd())
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g = (255 - 190) + CLng(190 * Rnd())
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b = 0
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treecolor = &HFF000000 + r * 2 ^ 16 + g * 2 ^ 8 + b
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m_Trees(i).v(0).p = vec3(-fWidth, 0 * fHeight, 0)
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m_Trees(i).v(0).color = treecolor
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m_Trees(i).v(0).tu = 0: m_Trees(i).v(0).tv = 1
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m_Trees(i).v(1).p = vec3(-fWidth, 2 * fHeight, 0)
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m_Trees(i).v(1).color = treecolor
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m_Trees(i).v(1).tu = 0: m_Trees(i).v(1).tv = 0
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m_Trees(i).v(2).p = vec3(fWidth, 0 * fHeight, 0)
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m_Trees(i).v(2).color = treecolor
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m_Trees(i).v(2).tu = 1: m_Trees(i).v(2).tv = 1
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m_Trees(i).v(3).p = vec3(fWidth, 2 * fHeight, 0)
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m_Trees(i).v(3).color = treecolor
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m_Trees(i).v(3).tu = 1: m_Trees(i).v(3).tv = 0
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' Size the trees randomly
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m_Trees(i).iTreeTexture = CLng((NUMTREETEXTURES - 1) * Rnd())
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m_Trees(i).iNext = i + 1
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Next
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m_Trees(NUM_TREES - 1).iNext = -1 'use -1 to indicate end of the list
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Sort
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' Desc: Callback function for sorting trees in back-to-front order
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'-----------------------------------------------------------------------------
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Sub DoSort()
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Dim i As Long
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Dim dx As Single, dz As Single, dist As Single
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'calculate the square of the distance to the eyept
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'to best approximate sort order
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'CONSIDER transforming the position into screen space and sorting on z/w
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For i = 0 To NUM_TREES - 1
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dx = m_Trees(i).vPos.x - m_vEyePt.x
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dz = m_Trees(i).vPos.z - m_vEyePt.z
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m_Trees(i).dist = dx * dx + dz * dz
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Next
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Dim iAtU As Long
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Dim iPrevU As Long
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Dim iNextU As Long
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iAtU = m_iTreeHead
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iPrevU = -1
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iNextU = -1
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m_iSortHead = -1
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Dim z As Long
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Dim q As Long
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Do While iAtU <> -1
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dist = m_Trees(iAtU).dist
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iNextU = m_Trees(iAtU).iNext
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InsertIntoList iAtU, dist
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'advance to next item in Unsorted list
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iPrevU = iAtU
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iAtU = iNextU
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Loop
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m_iTreeHead = m_iSortHead
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End Sub
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Sub InsertIntoList(iNode As Long, dist2 As Single)
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Dim iAtS As Long
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Dim iPrevS As Long
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iAtS = m_iSortHead
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iPrevS = -1
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'If Sorted list is empty add first node
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If iAtS = -1 Then
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m_iSortHead = iNode
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m_Trees(iNode).iNext = -1
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Exit Sub
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End If
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'see if we need to add at begining
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If m_Trees(m_iSortHead).dist < dist2 Then
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m_Trees(iNode).iNext = m_iSortHead
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m_iSortHead = iNode
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Exit Sub
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End If
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'we dont have an empty list
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'we dont need to add to front of list
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Do While iAtS <> -1
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If m_Trees(iAtS).dist < dist2 Then
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'add to sorted list
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m_Trees(iNode).iNext = m_Trees(iPrevS).iNext
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m_Trees(iPrevS).iNext = iNode
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Exit Sub
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End If
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'advance to next item in sorted list
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iPrevS = iAtS
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iAtS = m_Trees(iAtS).iNext
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Loop
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'must go at end of list
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m_Trees(iPrevS).iNext = iNode
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m_Trees(iNode).iNext = -1
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End Sub
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'-----------------------------------------------------------------------------
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' Name: FrameMove()
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' Desc: Called once per frame, the call is the entry point for animating
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' the scene.
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'-----------------------------------------------------------------------------
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Sub FrameMove()
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m_fTime = DXUtil_Timer(TIMER_GETAPPTIME)
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' Get the eye and lookat points from the camera's path
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Dim vUpVec As D3DVECTOR, vEyePt As D3DVECTOR, vLookAtpt As D3DVECTOR
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vUpVec = vec3(0, 1, 0)
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vEyePt.x = 30 * Cos(0.8 * (m_fTime + 1))
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vEyePt.z = 30 * Sin(0.8 * (m_fTime + 1))
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vEyePt.y = 4 + HeightField(vEyePt.x, vEyePt.z)
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vLookAtpt.x = 30 * Cos(0.8 * (m_fTime + 1.5))
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vLookAtpt.z = 30 * Sin(0.8 * (m_fTime + 1.5))
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vLookAtpt.y = vEyePt.y - 1
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' Set the app view matrix for normal viewing
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Dim matView As D3DMATRIX
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D3DXMatrixLookAtLH matView, vEyePt, vLookAtpt, vUpVec
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g_dev.SetTransform D3DTS_VIEW, matView
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' Set up a rotation matrix to orient the billboard towards the camera.
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Dim vDir As D3DVECTOR
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D3DXVec3Subtract vDir, vLookAtpt, vEyePt
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If (vDir.x > 0) Then
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D3DXMatrixRotationY m_matBillboardMatrix, -Atn(vDir.z / vDir.x) + (g_pi / 2)
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Else
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D3DXMatrixRotationY m_matBillboardMatrix, -Atn(vDir.z / vDir.x) - (g_pi / 2)
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End If
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' Sort trees in back-to-front order
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m_vEyePt = vEyePt
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DoSort
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End Sub
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'-----------------------------------------------------------------------------
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' Name: DrawTrees()
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' Desc:
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'-----------------------------------------------------------------------------
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Sub DrawTrees()
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Dim i As Long
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' Set diffuse blending for alpha set in vertices.
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g_dev.SetRenderState D3DRS_ALPHABLENDENABLE, 1 'TRUE
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g_dev.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
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g_dev.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
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' Enable alpha testing (skips pixels with less than a certain alpha.)
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If ((g_d3dCaps.AlphaCmpCaps And D3DPCMPCAPS_GREATEREQUAL) = D3DPCMPCAPS_GREATEREQUAL) Then
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g_dev.SetRenderState D3DRS_ALPHATESTENABLE, 1 'TRUE
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g_dev.SetRenderState D3DRS_ALPHAREF, &H8&
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g_dev.SetRenderState D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL
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End If
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' Loop through and render all trees
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'For i = 0 To NUM_TREES
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i = m_iTreeHead
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Do While i <> -1
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' Set the tree texture
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g_dev.SetTexture 0, m_TreeTextures(m_Trees(i).iTreeTexture)
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' Translate the billboard into place
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m_matBillboardMatrix.m41 = m_Trees(i).vPos.x
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m_matBillboardMatrix.m42 = m_Trees(i).vPos.y
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m_matBillboardMatrix.m43 = m_Trees(i).vPos.z
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g_dev.SetTransform D3DTS_WORLD, m_matBillboardMatrix
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' Copy tree mesh into vertexbuffer
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Dim v As TREEVERTEX
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D3DVertexBuffer8SetData m_TreeVB, 0, Len(v) * 4, 0, m_Trees(i).v(0)
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' Render the billboards one at a time
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' CONSIDER: putting this in larger vertex buffers sorted by texture
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g_dev.SetStreamSource 0, m_TreeVB, Len(v)
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g_dev.SetVertexShader D3DFVF_TREEVERTEX
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g_dev.DrawPrimitive D3DPT_TRIANGLESTRIP, 0, 2
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i = m_Trees(i).iNext
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Loop
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'Next
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' Restore state
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Dim matWorld As D3DMATRIX
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D3DXMatrixIdentity matWorld
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g_dev.SetTransform D3DTS_WORLD, matWorld
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g_dev.SetRenderState D3DRS_ALPHATESTENABLE, 0 ' FALSE
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g_dev.SetRenderState D3DRS_ALPHABLENDENABLE, 0 ' FALSE
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End Sub
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'-----------------------------------------------------------------------------
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' Name: Render()
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' Desc: Called once per frame, the call is the entry point for 3d
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' rendering. This function sets up render states, clears the
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' viewport, and renders the scene.
|
|
'-----------------------------------------------------------------------------
|
|
Function Render() As Boolean
|
|
|
|
Dim matView As D3DMATRIX, matViewSave As D3DMATRIX, hr As Long
|
|
|
|
Render = False
|
|
'See what state the device is in.
|
|
hr = g_dev.TestCooperativeLevel
|
|
If hr = D3DERR_DEVICENOTRESET Then
|
|
On Error Resume Next
|
|
g_dev.Reset g_d3dpp
|
|
If (Err.Number = D3D_OK) Then
|
|
RestoreDeviceObjects
|
|
End If
|
|
On Error GoTo 0
|
|
ElseIf hr <> 0 Then
|
|
Exit Function 'dont bother rendering if we are not ready yet
|
|
End If
|
|
Render = True
|
|
' Clear the viewport
|
|
g_dev.Clear ByVal 0, ByVal 0, D3DCLEAR_ZBUFFER, &H0, 1, 0
|
|
|
|
' Begin the scene
|
|
g_dev.BeginScene
|
|
|
|
' Render the Skybox
|
|
|
|
' Center view matrix for skybox and disable zbuffer
|
|
|
|
g_dev.GetTransform D3DTS_VIEW, matViewSave
|
|
matView = matViewSave
|
|
matView.m41 = 0: matView.m42 = -0.3: matView.m43 = 0
|
|
g_dev.SetTransform D3DTS_VIEW, matView
|
|
g_dev.SetRenderState D3DRS_ZENABLE, 0 ' FALSE
|
|
|
|
' Render the skybox
|
|
m_SkyBox.Render g_dev
|
|
|
|
' Restore the render states
|
|
g_dev.SetTransform D3DTS_VIEW, matViewSave
|
|
g_dev.SetRenderState D3DRS_ZENABLE, 1 'TRUE
|
|
|
|
' Draw the terrain
|
|
m_Terrain.Render g_dev
|
|
|
|
' Draw the trees
|
|
DrawTrees
|
|
|
|
|
|
' End the scene.
|
|
g_dev.EndScene
|
|
|
|
|
|
End Function
|
|
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: InitDeviceObjects()
|
|
' Desc: This creates all device-dependant managed objects, such as managed
|
|
' textures and managed vertex buffers.
|
|
'-----------------------------------------------------------------------------
|
|
Sub InitDeviceObjects()
|
|
Dim i As Long
|
|
Dim v As TREEVERTEX
|
|
|
|
' Create the tree textures
|
|
For i = 0 To NUMTREETEXTURES - 1
|
|
Set m_TreeTextures(i) = g_d3dx.CreateTextureFromFileEx(g_dev, m_media + m_strTreeTextures(i), 256, 256, D3DX_DEFAULT, 0, D3DFMT_A1R5G5B5, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, &HFF000000, ByVal 0, ByVal 0)
|
|
Next
|
|
|
|
' Create a quad for rendering each tree
|
|
Set m_TreeVB = g_dev.CreateVertexBuffer(4 * Len(v), 0, D3DFVF_TREEVERTEX, D3DPOOL_MANAGED)
|
|
|
|
' Load the skybox
|
|
m_SkyBox.InitFromFile g_dev, m_media + "SkyBox2.x"
|
|
|
|
' Load the terrain
|
|
m_Terrain.InitFromFile g_dev, m_media + "SeaFloor.x"
|
|
|
|
|
|
' Add some "hilliness" to the terrain
|
|
Dim HillVB As Direct3DVertexBuffer8, NumHillVerts As Long
|
|
Dim HillVerts() As HILLVERTEX
|
|
Set HillVB = m_Terrain.mesh.GetVertexBuffer()
|
|
|
|
NumHillVerts = m_Terrain.mesh.GetNumVertices
|
|
ReDim HillVerts(NumHillVerts)
|
|
|
|
D3DVertexBuffer8GetData HillVB, 0, NumHillVerts * Len(HillVerts(0)), 0, HillVerts(0)
|
|
For i = 0 To NumHillVerts - 1
|
|
HillVerts(i).y = HeightField(HillVerts(i).x, HillVerts(i).z)
|
|
Next
|
|
D3DVertexBuffer8SetData HillVB, 0, NumHillVerts * Len(HillVerts(0)), 0, HillVerts(0)
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: RestoreDeviceObjects()
|
|
' Desc: Restore device-memory objects and state after a device is created or
|
|
' resized.
|
|
'-----------------------------------------------------------------------------
|
|
Sub RestoreDeviceObjects()
|
|
|
|
' Restore the device objects for the meshes and fonts
|
|
m_Terrain.RestoreDeviceObjects g_dev
|
|
m_SkyBox.RestoreDeviceObjects g_dev
|
|
|
|
' Set the transform matrices (view and world are updated per frame)
|
|
Dim matProj As D3DMATRIX
|
|
D3DXMatrixPerspectiveFovLH matProj, g_pi / 4, Me.ScaleHeight / Me.ScaleWidth, 1, 100
|
|
g_dev.SetTransform D3DTS_PROJECTION, matProj
|
|
|
|
' Set up the default texture states
|
|
g_dev.SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1
|
|
g_dev.SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE
|
|
g_dev.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1
|
|
g_dev.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE
|
|
g_dev.SetTextureStageState 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR
|
|
g_dev.SetTextureStageState 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR
|
|
g_dev.SetTextureStageState 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP
|
|
g_dev.SetTextureStageState 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP
|
|
|
|
g_dev.SetRenderState D3DRS_DITHERENABLE, 1 'TRUE
|
|
g_dev.SetRenderState D3DRS_ZENABLE, 1 'TRUE )
|
|
g_dev.SetRenderState D3DRS_LIGHTING, 0 'FALSE )
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: InvalidateDeviceObjects()
|
|
' Desc: Called when the device-dependant objects are about to be lost.
|
|
'-----------------------------------------------------------------------------
|
|
Sub InvalidateDeviceObjects()
|
|
|
|
m_Terrain.InvalidateDeviceObjects
|
|
m_SkyBox.InvalidateDeviceObjects
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: DeleteDeviceObjects()
|
|
' Desc: Called when the app is exitting, or the device is being changed,
|
|
' this function deletes any device dependant objects.
|
|
'-----------------------------------------------------------------------------
|
|
Sub DeleteDeviceObjects()
|
|
|
|
Dim i As Long
|
|
|
|
m_Terrain.Destroy
|
|
m_SkyBox.Destroy
|
|
|
|
For i = 0 To NUMTREETEXTURES - 1
|
|
Set m_TreeTextures(i) = Nothing
|
|
Next
|
|
|
|
m_bInit = False
|
|
|
|
End Sub
|
|
|
|
|
|
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: FinalCleanup()
|
|
' Desc: Called before the app exits, this function gives the app the chance
|
|
' to cleanup after itself.
|
|
'-----------------------------------------------------------------------------
|
|
Sub FinalCleanup()
|
|
Set m_Terrain = Nothing
|
|
Set m_SkyBox = Nothing
|
|
End Sub
|
|
|
|
|
|
'-----------------------------------------------------------------------------
|
|
' Name: VerifyDevice()
|
|
' Desc: Called during device intialization, this code checks the device
|
|
' for some minimum set of capabilities
|
|
'-----------------------------------------------------------------------------
|
|
Public Function VerifyDevice(usageflags As Long, format As CONST_D3DFORMAT) As Boolean
|
|
|
|
' This sample uses alpha textures and/or straight alpha. Make sure the
|
|
' device supports them
|
|
|
|
If ((g_d3dCaps.TextureCaps And D3DPTEXTURECAPS_ALPHAPALETTE) = D3DPTEXTURECAPS_ALPHAPALETTE) Then VerifyDevice = True
|
|
If ((g_d3dCaps.TextureCaps And D3DPTEXTURECAPS_ALPHA) = D3DPTEXTURECAPS_ALPHA) Then VerifyDevice = True
|
|
|
|
End Function
|
|
|
|
|
|
|
|
|
|
|